//CSM.h
//Created 15/05/14
//Created by Daniel Bowler
//
//Since my current shaodw mapping technique isnt great for large scenes, I have
//decided to implement an advanced shadow mapping system known as Cascaded Shadow
//Maps. 
//
//Will also implement basic culling too so we are not rendering objects outside
//the bounds of each shadow map. 

#pragma once

//Include D3D headers
#include "d3dUtil.h"

class CSM 
{
public:
	//Standard constructor and destructor
	CSM();
	~CSM();

	//Init the CSM's.
	void Init(ID3D11Device* device);

private:


};